(05-22-2025, 08:48 PM)The_Godslayer Wrote: The last time I fought a transport (BW transport), the reason they lost is simply because they mounted Charons. If they had instead mounted literally anything but Charons or Iron Hammers, I would have been unable to make any progress in the engagement, and eventually would have either left or died.
Y'know there's only like.. Pulse Turrets, and Dulzians as the "literally anything but" options, right?
Sorry, just a minor nit-pick.
But yeah, transports atm are basically stuck with "Do I want to deter snubs via Dulzians, or transports/caps via Charons?" I haven't tried using Iron Hammers or the rainbow of aesthetic Iron Hammer clones in ages, but the general consensus seems to be that they're pretty bad for all-rounder transport weapons.
(05-22-2025, 08:48 PM)The_Godslayer Wrote: The one thing I think transports are missing is missiles for large group battles (i.e large transport convoys). I personally think transports below 4K cargo should either get a set of transport missiles, or should be able to mount a single gunboat heavy.
Now this would be neat! Regular ol' transports are the last ship class that don't have access to missiles or mines. Until that happens, I don't see why 3.6k and below transports, that have a mere 2 viable gun options, should suddenly be treated as a combat ship class.
(05-22-2025, 08:48 PM)The_Godslayer Wrote:
Quote:IMO, it shouldn't be 10 seconds, it should be 2 minutes, unless a defender starts trying to flee within the first 2 minutes. Even as a guy who ONLY speaks English, trying to read 2 long, preset messages in 10 seconds is strenuous.
In the past 3 months, I have stopped 49 transports and 7 frigates across Omicrons Delta, Kappa, Theta, Gamma, and Minor in three factions, Core, Junkers, and Nomads. There is exactly one transport and only one transport, zero frigates, that did not immediately start charging cruise engines again, and it was a Starflier Longhorn. This is a non-issue until powertraders learn how to RP instead of silently running, which will take longer than a few months, and the rules can be edited then.
I prooobably should have mentioned that the 10-seconds, 2 lines of RP requirement isn't just a transport-specific issue. Typing "Enter, /l1, Enter-Enter, /l2, Enter," as an aggressor's only lines of dialogue is just not Role Playing. It's lazy, and boring, no matter what ship class the defending party is flying.
Gaw dayum that's a lot of silent runners, though.. THAT'S rough!
A rules change regarding removing most transports' pvp-protection doesn't really matter much to the silent power-traders that already spam Shift+W or leave the game on F2 Goto. (Which they would still get if they fly transports above 3.6k). That's why I mentioned "it should be 2 minutes, unless they try to run."
What concerns me is that the few, actual genuine Transport Enjoyer Role Players such as my wife and I, might start bumping into that 10% of a-hole players who decide "Oh goody, OPEN SEASON on ALL transports!"
As a final set of notes, yes - There are plenty of IDs that can shoot some transports (depending on the transport player's faction) as combat targets already. From what I understand, the IDs that can treat any ship as a combat target, tend to have either limited ZoIs (Nomads and AI come to mind), and/or limited ship class choices (Xenos as an example).
But, I'm sitting here, scratching my head, as to why we need to enable every single faction that can "engage combat ships" within their ZoI, the ability to freely blow up more generalized ID'd transports such as Zoners and Freelancers, provided they can come up with some kind of vaguely/barely acceptable RP reason to do so.
Maybe I'm being paranoid - Maybe a test-period using the new proposed rules is in order, like someone else suggested.
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